The hero of Blasphemous is called The
Penitent One. He wears a cone-shaped helmet, snarled up in steel thorns,
and says nothing. He is on a quest for penance, for what we aren’t
initially sure, seeking out a being called the Mother of Mothers and
collecting Tears of Atonement from his slain enemies. The land is
camel-brown and cracked with thirst, and the people who live in it creak
along on prayer-worn knees and seem grateful for whatever cruelty comes
their way. I couldn’t help but wonder, with all this biblical bark, how
severe and foaming the game’s bite would be. In other words, would
playing the thing be fittingly akin to self-flagellation?
You will either be relieved or disheartened to hear that the answer
is: No. This is, in the harshness of its challenge, to be considered New
Testament – Old Testament, of course, being Dark Souls. (And FromSoftware’s game is what
springs to mind when you first glimpse the world in Blasphemous: behold
the crumbling stone, the peeling traces of pride still visible in a
place that’s been leached of life, and the shifts in colour heralding no
vibrancy, merely varying shades of damnation.) Moreover, the developer,
The Game Kitchen, doesn’t have a blasphemous bone in its body. Its true
deity is the Mother of Metroid, and any attempts to stray from the
stone tablets of tradition are to be considered heresy.
Hence the map, whose bounds you are always faithfully pushing back
with bouts of platforming and violence – both in the hope of uncovering a
hidden cranny, containing some treasured artifact, and in finding a
path forwards. Though, owing to the genre, a path backwards or sideways
will do just as nicely. In recent years, we have seen a slew of
Metroidvania games – chalk it up to the bewildered urge, more potent by
the day, to double back on ourselves in search of answers. In order to
stand out, Blasphemous blows at the cobwebs of the formula with a simple
and enviable strategy: it is beautiful.
Or beautifully gruesome, at any rate. Consider the opening, in which a
woman bashes a stone idol against her breast with an awful thud, before
it transforms into a blade and impales her. It’s a sickening scene,
both in the way it’s framed (through her eyes in the moment of death,
then stretching outwards to catch her in a kneeling pose) and in the
colours on show (the blood bright against the dull green of her dress).
It brings to mind the art of Éric Chahi, who made Another World, with
its carefully composed cutscenes,
back in 1991, and set games on a cinematic course. What Blasphemous
borrows isn’t Chahi’s knack for telling a tale in stylish silence (there
is voice acting in Blasphemous, though its quality wavers); it’s the
way that each panel compels the mood to thicken and brood.
But the expressive pixel art and well-oiled animation serve a more
important purpose, outside of establishing story and tone. The combat,
which is stout and dependable – almost to the point of being played out –
is leant extra vim and viciousness. For instance, while the window for a
parry is wide enough to steal a small chunk of your satisfaction, it is
mostly restored by the random button-prompt executions, in which you
reduce your foes to a rough paste of crimson. Then, there is the dodge, a
lithe slide along the ground that gives you a brief moment of
invulnerability. And the height of the game’s clashes are the boss
fights, which bring the art style into the spotlight. I won’t soon
forget Our Lady of the Charred Visage – an enormous burnt face, one half
encrusted with gold, and a gash on the forehead bearing a throbbing
brain.
The fight itself was forgettable, and therein is the crux of
Blasphemous, a game that has the wit to drape the dull parts of its
genre with a veneer of hushed awe, like an old table covered with holy
cloth. Take the trinkets you collect on your travels, for example; I
have no great drive to scour every corner for ability buffs and bonus
items (to be picked and shuffled in your inventory, along with the
obligatory skill tree, where you spend your currency), but I
am intrigued to read about the Scapula of Carlos, the Executioner, or
the Vertebra of Lindquist, the Forger. These grisly relics are exactly
the sort of thing that suckers for Dark Souls will dig up and pore over –
a camp I find myself helplessly confined to – but they also dwell
uneasily on the bonds between the church and the charnel house.
The sensibility and safety of modern religion has been scraped away,
reverting us back to a time when faith meant the scarring of flesh. The
game never quite takes the Lord’s name in vain; reference is made to the
Grievous Miracle, to a ‘divine will, equally pious and cruel,’ and
idols are not bound to a crucifix but a single, round stake. Still, we
are rooted in a parody of Christianity. The dialogue is spoken with a
plain lyricism (‘Such is my penance, as yours is silence’), and
elsewhere there is a lacing of Latin – notice the Vs, which are slipped
into certain words in place of the letter U, for an authentic dusting of
the Dark Ages – a dead language whose ghost still presides, as a mark
of authenticity, over matters of the mortal soul.
All of which leaves me with a game that refuses to leave me.
Blasphemous sticks devoutly to the dogma of its genre, breaking no new
or unhallowed ground. But I count it a mark of strength if a game
lingers on the memory, and you might find yourself rapt in the same way I
did – looking past the formulaic and the fusty and seeing something
more. My favourite moment came when the console was off, as I was
walking home from work after playing: I went by the same church I always
do, but I felt a coldness clutching at me – a dose of fear, the likes
of which long went out of fashion. Perhaps that’s enough to atone for
unoriginal sins.
Developer: The Game Kitchen
Publisher: Team17
Available on: PlayStation 4 [reviewed on], Xbox One, Nintendo Switch, and PC
Release Date: September 10, 2019
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